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Thor finally receives his due in Supernova with not one, but two LE’s to provide greater depth and variety to players’ choices. The first is the previously reviewed Dr. Donald Blake who worked hard to be a jack of all trades. The latest is one, The Mighty Thor, of the Convention Exclusives given away free to those who spend $100 at the Wizkids booth. Is he worth the wait in longs lines and the money? Come on in and see. And best of all, no waiting. Click on “Read More” to step right to the front of the line.
The Mighty Thor’s Gains vs. Veteran Thor
The Mighty Thor, weighing in at 51 points more than his Veteran counterpart, has quite a few upgrades, the most noticeable and noteworthy of which are instantly observable. The Mighty Thor acquires the Power Cosmic team ability rendering him immune to pesky things like Outwit and pushing damage. He also sees his range increased to a more appropriate 10. On his dial, TMT picks up one click of Charge, three of Flurry and the tangy zip that can only come from a big four clicks of Force Blast. Perhaps he should have been called The Mighty Wind! Regarding his attack track, TMT gains one click of 11 attack, one of Quake and three of Energy Explosion. Defensively TMT receives a number of boosts. He adds one click of Impervious and two of Toughness. The remainder of his additions come in the form of four clicks of Ranged Combat Expert (which is much more fun than Force Blast) and one more click of four (4) damage.
The Mighty Thor’s Losses vs. Veteran Thor
Even though the point spread between these two figures is so enormous, believe it or not there are losses that must be cataloged. Before turning to the dial it’s obvious that TMT doesn’t fly, he’s lost one target, and Thunderbolts abuse isn’t possible as the Avengers TA is gone. So much for having a Mystical Mighty Wind. TMT sacrifices a bit of mobility as he sheds three clicks of Running Shot and the Vet’s late dial click of Phasing. Two clicks of Super Strength disappear, as do the Vet’s Pulse Wave and Willpower. The most disappointing loss of the bunch, however, is the absence of Veteran Thor’s two clicks of five (5) damage. So maybe he’s really "The Not Quite as Mighty as Regular Thor But Still Really Impressive in a Grounded Beat-Stick Sort of Way Thor". How they’d get that on a dial I can’t imagine.
Neutral Dial Tinkering
The only real subject here is that TMT goes from Super Strength to Quake, to Energy Explosion and then back to Quake, while Vet Thor transitions from Super Strength to EE and then to Quake. On the whole, it’s pretty insignificant.
Cards that Work
The Thundering Blow packaged with Thor seems an obvious choice, and giving TMT’s teammates the chance to do additional damage for the cost of 20 points seems equitable enough by way of CBA. However, those points may be better spent on something like Protected. That opening 16 defense of his isn’t going to be tough for anyone in, or even significantly below his point cost, to hit. In the overall scheme of things his best offence may be an enhanced defense. Shellhead also jumps up as a likely candidate, however if a 16 defense is easy pickins for the big guns he’ll be facing, an 18 isn’t going to be tough to hit either. Ganthet, Ares and Thanos could all connect on an 18 without much trouble and the list grows from there. And to make sure that TMT can attack the figures he needs to when he’s on his Charge clicks, Movethrough will let him bypass lesser targets and harassers.
It may be helpful to play Crosswinds and ground everyone since TMT has forgotten how to fly. Astral Plane may be a particular boon for him, enabling him to run where he needs to on his Running Shot and Charge clicks without having to stop for hindering terrain. Other than that, Ordinary Day is a good defensive selection to ensure that TMT gets to benefit from his superb TA.
If ol_Dut had to Choose
The Mighty Thor vs. Veteran Thor? In a way, for all the gains and losses, it’s not even really a fair fight. While Veteran Thor is a thing of beauty which no other figure may dare sully, The Mighty Thor is nothing short of godlike. Now that his Battle Fury has been errataed to oblivion, he is sensible and potent on every single click. While his opening Running Shot for four (4) damage may feel a bit light, his ability to remain stationary and shoot again for six (6) clicks of damage thanks to RCE provides some recompense. TMT's got a divine hammer, and with the Power Cosmic TA he can bang it all day without taking pushing damage. And while he may not fly, his TA is a more than equitable trade-off providing immunity to Outwit thereby preserving his defenses and the power of his RCE . And the Force Blast. There will no Outwitting of any of that big ol’ pile of Smuckers Grape Jelly goodness known as Force Blast. While his damage-dealing potential is enormous thanks to RCE, TMT will need to be very careful that he is not based by grounded figures so that he can wring the greatest value out of those clicks.
Offensively, his dial flows very well. Running Shot progresses to Charge, allowing him to fully leverage his Super Strength. In close combat, Charge gives way to Flurry and three (3) damage, a value high enough to get through any defense. When Force Blast appears, it may actually make sense. In one turn he can knock a grounded enemy away, and then he can blast away with RCE on the following turn for greater damage. In fact, the only power TMT posses that may not see much use is Quake. Since Quake always overlaps with TMT’s RCE and respectable damage numbers (3’s and a 4), more often than not it will likely be preferable to either do straight damage or enhanced damage via RCE instead of Quaking. Dropping his damage to two (2) and moving opponents around seems a lot less fun than dealing big damage. In truth, there is a time and a place for each figure. But in most situations when a Thor is needed, I’ll go with The Mighty Thor over Veteran Thor, because that divine hammer and all of his raw power is nearly impossible to resist.
Quick and Dirty Price Tag
Right now, those not in a position to pick one up at a convention will need to shell out between $50 to $60 on average to bring this Grizzly Adams look-alike home. Look for that price to drop down to a somewhat more reasonable $25 to $30 as the convention season continues.
Next week, by request of mr. moneypenny we’ll take a look at Snap Wilson and his fellow mailaway Skymax! Thanks for reading!
for feats TMT can also benefit from repulsor shield so no one blasts through his impervious because lets face it he aint to hard to hit. Thanks for the review OL
Losing flight and the second arrow are big losses IMO. You just can't afford to have one of these figures attacks wiped out by a super senses roll or an unlucky 3 or 4 and that 2nd arrow gives you insurance against that.
Also, without flight, you might as well just ignore all those RCE clicks because you'll never actually get to use them.
Straight up I like the Vet's dial better than The Mighty one. The only thing going for it is the Power Cosmic, but for the price difference I'm reaching for the Vet most every time.
I love to disagree with you Dut. Maybe we should battle this one out on the board next time we meet?
Nice one Dut! I'm stoked to get one of these things and try him out. He's definetely got some damage dealing potential.
I think he could work well in a 400 point game with a Trick Shot and a bunch of fodder to stand in the enemy's way. IMO the best way around that 16 defense is to do as much as possible to prevent him from being based. Several solid tie up pieces (skrulls?) might give him the break he needs to work that TA hard and hit for six repeatedly.
Good review, as ever!!! I'm totally going to use trickshot with the Odinson.
coming soon : nu52 Hercules
Anonymouse, the former Editor "in cheese" of HCRealms.com, is an author of "Marquee Primer" reviews and keeper of the MOUSETRAP blog.
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In fact, the only power TMT posses that may not see much use is Quake. Since Quake always overlaps with TMT’s RCE and respectable damage numbers (3’s and a 4), more often than not it will likely be preferable to either do straight damage or enhanced damage via RCE instead of Quaking. Dropping his damage to two (2) and moving opponents around seems a lot less fun than dealing big damage.
...and on a flying beatstick i'd agree with you. but Thor can no longer use his massive RCE damage if he's based. Having Quake is therefore useful in case he gets based by 2 or more figures - Quake them all away on one turn, then push (for free thanks to TA) to zap one of them the next turn and finish him off. It's not a perfect situation, but neither is a based grounded figure with RCE...